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Project Horseshoe 2018 report section 8


Introduction
Many of the problems associated with making an MMO, a Massively Multiplayer Online game, come in large part from the very first term: “Massively”. An MMO is notably tricky to build due to technical issues involving server scaling, as well as design issues involving scaling economics, politics, level design, pacing, persistence, and progression. A rule of thumb is that development costs grow exponentially as the number of players increases, but for many years, there’s been an unquestioned assumption that bigger player numbers are inherently better and therefore worth pursuing.
Yet we see clear counterexamples. Many early MUDs (Multi-User Dungeons) involved populations of dozens-to-thousands of people and still have vibrant communities to this day [1]. Multiplayer Minecraft is wildly successful, despite its reliance on relatively small, instanced servers. And many modern hit games, like Fortnite, are online games that successfully limit their focus to matches ....

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How Long Will the Remote Work Honeymoon Last?


April 15th 2021 2:05 pm
The business world was turned on its head a year ago, when the coronavirus pandemic forced everyone to stay inside and work from home. At first, workers were elated with the perceived “time-off” from the busy life of office work. Even a year later, many relish the opportunity to enjoy a flexible schedule that doesn t require a commute or stringent work times.
Still, the remote work honeymoon can t last forever, as the desire for face-to-face interaction becomes more and more pressing. With vaccines rolling out at an impressive rate and summer right around the corner, there are rising concerns that working from home isn t going to be the attractive perk it was just a few months ago. ....

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